From 34b603ad7179496ea6dd8062e33e56fb60117cd8 Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 11 Mar 2017 19:56:26 +0000 Subject: [PATCH] Expand bomb spin variance Let D1 proximity bombs spin. Let D2 smart mines and pre-placed mines spin. --- d1x-rebirth/RELEASE-NOTES.txt | 1 + d2x-rebirth/RELEASE-NOTES.txt | 1 + similar/main/vclip.cpp | 5 ++--- 3 files changed, 4 insertions(+), 3 deletions(-) diff --git a/d1x-rebirth/RELEASE-NOTES.txt b/d1x-rebirth/RELEASE-NOTES.txt index ef75db790..563dd0e84 100644 --- a/d1x-rebirth/RELEASE-NOTES.txt +++ b/d1x-rebirth/RELEASE-NOTES.txt @@ -19,6 +19,7 @@ What's new in 0.60 * Important packets in Mulitplayer are handled in proper order, fixing a multitude of packet-loss related issues. * A plethora of new Multiplayer options. [Thanks to the Retro team, A Future Pilot and many more] * "Bright Players" Multiplayer option will now only affect players instead of all polygon models. +* Descent 2 Proximity Bomb spin variance now applies in Descent 1. * New Multiplayer GAME INFO screen that can be toggled ingame, too. * Fixed some Multiplayer scoring oddities. * ... and many, many more bugfixes and improvements. diff --git a/d2x-rebirth/RELEASE-NOTES.txt b/d2x-rebirth/RELEASE-NOTES.txt index d71511b6b..5ef9e19f1 100644 --- a/d2x-rebirth/RELEASE-NOTES.txt +++ b/d2x-rebirth/RELEASE-NOTES.txt @@ -23,6 +23,7 @@ What's new in 0.60 * "Bright Players" Multiplayer option will now only affect players instead of all polygon models. * Improved thief bot to (hopefully) work more accurate in Multiplayer. * New Multiplayer GAME INFO screen that can be toggled ingame, too. +* Proximity Bomb spin variance logic now applies also to Smart Mines and pre-placed mines. * Fixed some Multiplayer scoring oddities. * ... and many, many more bugfixes and improvements. diff --git a/similar/main/vclip.cpp b/similar/main/vclip.cpp index c30a6f5ac..c1cee12a0 100644 --- a/similar/main/vclip.cpp +++ b/similar/main/vclip.cpp @@ -73,8 +73,8 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj) const auto play_time = Vclip[vclip_num].play_time; fix modtime = lifeleft % play_time; -#if defined(DXX_BUILD_DESCENT_II) - if (get_weapon_id(obj) == weapon_id_type::PROXIMITY_ID) { //make prox bombs spin out of sync + if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(obj))) + { //make prox bombs spin out of sync int objnum = obj; modtime += (lifeleft * (objnum & 7)) / 16; //add variance to spin rate @@ -86,7 +86,6 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj) modtime = play_time - modtime; } -#endif draw_vclip_object(canvas, obj, modtime, 0, Vclip[vclip_num]); }